Leveling up from Player to Designer: Engaging and Empowering Youth through Making Video Games
Fuente:
ERIC Institute of Education Sciences
Saved in:
| Main Author: | Gershenfeld, Alan |
|---|---|
| Format: | Recurso educativo Open Access |
| Language: | en |
| Published: |
2011
|
| Subjects: | |
| Online Access: | |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Similar Items
Kurt Squire on Gaming and Learning
by: Harris, Christopher
Published: (2010)
by: Harris, Christopher
Published: (2010)
Engaging Students in the Library through Tabletop Gaming
by: Alvarez, Vivian
Published: (2017)
by: Alvarez, Vivian
Published: (2017)
What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills
by: Siderius, Jennifer A.
Published: (2011)
by: Siderius, Jennifer A.
Published: (2011)
Expressing Youth Voice through Video Games and Coding
by: Martin, Crystle
Published: (2017)
by: Martin, Crystle
Published: (2017)
Making Mathematics Meaningful for Freshmen Students: Investigating Students' Preferences of Pre-Class Videos
by: Gouia, Rim, et al.
Published: (2016)
by: Gouia, Rim, et al.
Published: (2016)
Gamification as a Strategy for Visual Literacy Skills-Based Education: A Proposal for Educational Libraries
by: Marzal, Miguel-Ángel, et al.
Published: (2022)
by: Marzal, Miguel-Ángel, et al.
Published: (2022)
Digital Games and Libraries
by: Gee, James Paul
Published: (2012)
by: Gee, James Paul
Published: (2012)
Educational Media and Technology Yearbook, Volume 42
by: Branch, Robert Maribe, Ed., et al.
Published: (2019)
by: Branch, Robert Maribe, Ed., et al.
Published: (2019)
Writing the Rules: Youth Game-Making Practices as Digital Writing
by: Aguilera, Earl
Published: (2021)
by: Aguilera, Earl
Published: (2021)
Solve the Mystery of Reference: Use 'Calendar Clue'
by: Browning, Elizabeth K.
Published: (1975)
by: Browning, Elizabeth K.
Published: (1975)
Brick & Click Libraries: An Academic Library Conference (15th, Maryville, Missouri, November 6, 2015)
by: Baudino, Frank, Ed., et al.
Published: (2015)
by: Baudino, Frank, Ed., et al.
Published: (2015)
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources
by: Manson, Sharon K.
Published: (2017)
by: Manson, Sharon K.
Published: (2017)
The Amazing Library Race: Developing Students' Media and Information Literacy Skills through Games
by: Yap, Joseph, et al.
Published: (2020)
by: Yap, Joseph, et al.
Published: (2020)
Civic Rhythms in an Informal, Media-Rich Learning Program
by: Hollett, Ty, et al.
Published: (2017)
by: Hollett, Ty, et al.
Published: (2017)
Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts
by: Johnson, Karlie Loren, et al.
Published: (2021)
by: Johnson, Karlie Loren, et al.
Published: (2021)
Exploring Students' Perception of Quizizz as a Learning Media in Higher Education
by: Harun Sitompul, et al.
Published: (2023)
by: Harun Sitompul, et al.
Published: (2023)
Lets Play: Why School Librarians Should Embrace Gaming in the Library
by: Elkins, Aaron J.
Published: (2015)
by: Elkins, Aaron J.
Published: (2015)
Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries
by: Margino, Megan
Published: (2013)
by: Margino, Megan
Published: (2013)
Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming
by: Farmer, Lesley S. J.
Published: (2011)
by: Farmer, Lesley S. J.
Published: (2011)
New Media: Engaging and Educating the YouTube Generation
by: Vedantham, Anu, et al.
Published: (2011)
by: Vedantham, Anu, et al.
Published: (2011)
Gamification in the L2 Greek Classroom in Cyprus
by: Panayiota Georgiou Josephidou
Published: (2024)
by: Panayiota Georgiou Josephidou
Published: (2024)
Finding Students Who Learn with Media
by: Bull, Glen, et al.
Published: (2010)
by: Bull, Glen, et al.
Published: (2010)
Children's Perception of Learning with Educational Games Using iPod Touches
by: Allsop, Yasemin
Published: (2011)
by: Allsop, Yasemin
Published: (2011)
The Protean Challenge of Game Collections at Academic Libraries
by: Cross, Emma, et al.
Published: (2015)
by: Cross, Emma, et al.
Published: (2015)
Will Undergraduate Students Play Games to Learn How to Conduct Library Research?
by: Markey, Karen, et al.
Published: (2009)
by: Markey, Karen, et al.
Published: (2009)
From Paper to Pixel: Digital Textbooks and Florida's Schools. A White Paper
by: Mardis, Marcia, et al.
Published: (2010)
by: Mardis, Marcia, et al.
Published: (2010)
Effects of an Augmented Reality Library Orientation on Anxiety and Self-Efficacy: An Exploratory Study
by: Kannegiser, Samantha
Published: (2021)
by: Kannegiser, Samantha
Published: (2021)
Academic Libraries and Student Engagement: A Literature Review
by: Appleton, Leo
Published: (2020)
by: Appleton, Leo
Published: (2020)
Rating the Accessibility of Library Tutorials from Leading Research Universities
by: Clossen, Amanda, et al.
Published: (2017)
by: Clossen, Amanda, et al.
Published: (2017)
Development of Conceptual Animation Video Library to Explain Health Behavior Theory Applications from the Peer-Reviewed Public Health Literature
by: Stellefson, Michael, et al.
Published: (2020)
by: Stellefson, Michael, et al.
Published: (2020)
Simultaneous and Delayed Video Modeling: An Examination of System Effectiveness and Student Preferences
by: Taber-Doughyt, Teresa, et al.
Published: (2009)
by: Taber-Doughyt, Teresa, et al.
Published: (2009)
Designing an Augmented Reality Learning Experience for Library Instruction as a Technology Novice
by: Amber Sewell
Published: (2023)
by: Amber Sewell
Published: (2023)
Effectiveness of Vernacular Library Orientation Videos in Comparison with the English Language Equivalent
by: Zhao, Jennifer Cong Yan, et al.
Published: (2020)
by: Zhao, Jennifer Cong Yan, et al.
Published: (2020)
An SLMC for Every Learner.
by: Miller, Pat, et al.
Published: (2001)
by: Miller, Pat, et al.
Published: (2001)
The Clock Is Ticking: Library Orientation as Puzzle Room
by: Reade, Tripp
Published: (2017)
by: Reade, Tripp
Published: (2017)
Students as Teachers
by: Fee, Heidi
Published: (2022)
by: Fee, Heidi
Published: (2022)
Raising the Bar: Engaging Staff and Students in a Culture of Participation
by: Kowalski, Sue
Published: (2012)
by: Kowalski, Sue
Published: (2012)
Facilitating Learning Mathematics through the Use of Instructional Media
by: Capuno, Reylan, et al.
Published: (2019)
by: Capuno, Reylan, et al.
Published: (2019)
InfoQuest: A New Twist on Information Literacy.
by: Milam, Peggy S.
Published: (2002)
by: Milam, Peggy S.
Published: (2002)
Bringing Information Literacy into the Social Sphere: A Case Study Using Social Software to Teach Information Literacy at WFU
by: Mitchell, Erik T., et al.
Published: (2009)
by: Mitchell, Erik T., et al.
Published: (2009)
Similar Items
-
Kurt Squire on Gaming and Learning
by: Harris, Christopher
Published: (2010) -
Engaging Students in the Library through Tabletop Gaming
by: Alvarez, Vivian
Published: (2017) -
What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills
by: Siderius, Jennifer A.
Published: (2011) -
Expressing Youth Voice through Video Games and Coding
by: Martin, Crystle
Published: (2017) -
Making Mathematics Meaningful for Freshmen Students: Investigating Students' Preferences of Pre-Class Videos
by: Gouia, Rim, et al.
Published: (2016)